This is strictly my Ideas for potential balance changes in the patch that should be hitting this week. A lot of this is from prior discussion among the community, and not all ideas are originally mine.
Bolded words are to break up the changes into groups as they affect civs or individual techs.
Italicized words are my thoughts and reasoning behind each change.
Portuguese
Gold Discount increased to 20% or Gold Discount applies to techs as well as units
Ships gain +15% health instead of +10%.
This helps both their water and their land, potentially pushing their water up into the Italians/Vikings Tier
Italians
Genoese Crossbowman - Reduction in training time by 4 Seconds for normal, 3 for Elite
All Archer Armor Upgrades are free.
The Genoese Crossbowman is one of the longest built foot archer unique units in the game, and their land based play needs some early game love, without impacting the late game.
Koreans
War Wagon - cost increased to 120 wood
Wood Bonus - extended to 20%.
Siege Workshop - 50% cost
the war wagon increase is to prevent it from becoming to cheap, as the unit is very strong as is, in light of buffed Wood Bonus, which should help boost both their land and water play.
Turks
I’m just going to go with the generic change for this civ, it’s easier to balance that way. others are in favor of other changes like giving Turks a tech to make their scorpion or mangonel line only cost wood but i believe this would either be two weak and ineffective, or too strong and game breaking. furthermore i prefer to keep the changes fairly Vanilla if you will.
Scout Cavalry line gets +1 Pierce Armor starting in castle age
Elite Janissary +20% accuracy
Berbers
Gain Shipwright
Shipwright is to help put them on par with other naval civs and to hopefully increase the diversity in the water meta.
Goths
Cheaper Infantry Bonus removed in dark age. -30% feudal onward
I don’t think this needs much explanation. the Goths have quickly become a powerhouse, and the removal of supplies from other civs has only made them stronger.
Byzantines
Cataphract upgrade to elite cost -400 food.
Elite Cataphract gains +1 Pierce Armor
Free Town Patrol
Elite is very weak to archers and the upgrades are expensive, this helps. minor buff, nothing more.
Cumans
Elite Kipchak gains +1 Damage
A slight buff to this civ
Indians
Elite Elephant Archer upgrade cost reduced to 600 Food and 500 Gold.
Lithuanians
Leitis cost changed to 70 Food and 60 Gold.
Lithuanians starting Food bonus reduced to 100 food.
Lithuanians gain +100 food for every age up.
Many people feel the Leitis is over-performing. one of the glaring weaknesses of Lithuanians is the lack of long term economic bonuses. to compensate for the nerf to the Leitis, we give them a slight economic bonus totaling 400 extra food, granted over the course of the game
Hand Cannon
Hand Cannon +5% accuracy
+15 HP
I don’t think much needs to be said here. unit is squishy for its cost, and gunpowder in general is underutilized
Steppe Lancer
Attack Speed Buffed to 2.1
Attack buffed to 9 (+5 vs Villagers/Trade)
+1 Pierce Armor (0/2 total)
Elite Steppe Lancer
Attack Speed Buffed to 2.1
Attack buffed to 11 (+7 vs Villagers/Trade)
Gains +1 MA/+1 PA (1/2 total armor)
Elite Upgrade Costs 700 Food and 300 Gold.
Not much to say here, the goal is to make the Steppe Lancer a better raider then a Scout Line, at the cost of it having gold cost. ESL is too expensive for what it provides.
Supplies Cost reduced to 100 Food or Wood and 50 gold.
I don’t think this one needs much explanation. it’s expensive for what it provides.
Militia Line
Base Speed raised to 1.0
Makes them true trash killers.
Scout Cavalry
All scout line units gain the Eagle Warrior armor (rename it to scout armor?)
this allows most infantry UU and Militia line units to do bonus damage to scouts. This increases the power of Infantry unique units, and the Militia Line becomes true trash killers.
Please feel free to provide me your thoughts and opinions, this list may be subject to future changes.